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Everything posted by Underfyre
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Yeah, but @Thraxen said he was going to make one. Where's my follow through?
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Uhh, no. The rotation you referenced (3-4-20-21-6-(1)-(7)) was Electric/Bio, so I was checking that. The rotation for Psi (2-4-8-20-21) hasn't changed. It uses TK Blast. Currently it sits at the bottom of the charts, but if you can find a better rotation I'll put it in.
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Primary Powerset: Water Blast Low-Medium * Single-Target Damage, Medium-High * Area of Effect (AoE) Damage (1 Cone, 2 Targeted, 1 area), Medium * Control (3 knockdowns), Medium * Debuff Potential Water Blast is one of them new fangled sets that does a couple of things rather than just one. It isn't just pigeon holed into to-hit debuffs, or knockback, or recharge reduction. The abilities are spread between knockdowns, defense debuffs and slows. You even get an underpowered heal! The set functions off of a combo system called Tidal Power that stacks up to 3 times. Your T4 and T7 gain effects at 3 Tidal Power; your heal will heal for (a little) more, and your T7 will cast in 1 second instead of 1.43 and recharge instantly. Your T3 and T9 will gain damage/effects and deplete your Tidal Power regardless of how many charges you have, so keep that in mind. This why your build up, Tidal Forces, only grants a 25% boost instead of a 50% boost. A 3 Tidal Power Geyser does an additional 74.69 damage, a 62% boost. This also increases with enhancements and damage buffs. That means Geyser, even just factoring the 25% damage boost, is doing over 180% more damage. For this set, three-quarters of your damage will be Cold and the other quarter being Smashing. Steam Spray and Geyser are outliers doing Fire(/Smashing) damage. Cold is a relatively low resist rate in the game and fire also being a very low resist rate. Smashing damage on the other hand has a fairly high resist rate. Beginner's Overview My Water/SR Sent was the second character I made when the servers came back. It's my badger (1371 badges!) and I used it to bankroll all my other various characters. Unfortunately I didn't know crap about Sentinels back then, and most of my CoH knowledge had faded since I last played in I6. I just figured a positional defense set paired with a primary that could heal should be pretty tough. I took Practiced Brawler instead of Master Brawler since nobody seemed to know what it did. Oof. But now I have an intimate knowledge of the set and the AT in general. I mean, it's been 3 years, I better. Anyway, in the early levels you won't be taking major advantage of Tidal Power. Obviously try to use Water Burst when you have some charges built up, but otherwise Tidal Power is kind of just there. Eventually you will get Water Jet and Dehydrate, but the heal on Dehydrate got crippled on its port over to Sentinels, so don't worry much about using it as a heal. Prioritize using your Tidal Power on Water Jet. Initially, Water Blast's claim to fame was that it did massive AoE damage compared to other sets because it exceeded the standard Sentinel target caps. This is no longer the case as of I26, Page 5. The only ability still breaking target caps is Whirlpool, which is a "rain" spell for all intensive porpoises. Fire Blast already has that, as does Archery. So no big deal really. Now the set does above average AoE and below average single target. Have fun with that. Slotting Basic Slotting All of your single target abilities have a 1x multiplier. After leveling two characters recently "the old fashioned way," I've found that most leveling groups aren't going usually over +1. That means your base hit chance is most likely going to be 65%. That means you'll need at least another 47% enhanced accuracy to be capped at 95% hit chance. Yes, this set has a lot of defense debuffs, but you have to hit them first to apply those debuffs. So either make sure your first ability has enough accuracy to hit, or just assume all of your abilities need that much accuracy. That's going to be 2 level 25 accuracy IOs per ability. Whirlpool has a chonky 2x accuracy, Steam Spray is 1.2x and Geyser is 1.4x. For Whirlpool and Geyser this means you're either above cap already, or near enough to it. Steam Spray still needs love, somewhere around 22% more accuracy, so we'll just call that a single level 25 IO. Advanced Slotting With Slows, Defense Debuffs, and knockbacks you have a bevy of additional proc options sprinkled across the powers of this set. • Aqua Bolt - It's the better of your two starting choices and has access to defense debuff procs. Would I bother slotting procs in this? No. No I would not, but I may as well mention them. This ability will most likely be part of your rotation, so you should at least slot it so it will do a little bit of damage. Winter IO or Thundering Strike if you want that Ranged defense. • Hydro Blast - Has a fairly high 50.58% proc chance at 3.5PPM because of it's long cast time, so it's possible this could be turned into a proc monster and be better than Water Bolt, but I haven't checked. For "whole set, mule type" slotting, this is the lower damage option between the two. This ability has access to three more damaging procs from slows and knockbacks. • Water Burst - Once touted for its 16 target cap, is a shadow of its former self, which was was very overplayed for what it was. It has a 15ft radius, so in normal play it was highly unlikely that you would be hitting all 16 targets in any single cast. Even at 10 targets it's unlikely to have full saturation. You have to be hover-blasting solo to get everyone clumped up enough for the target cap to come into play. So nice in thought, less so in practise. The ATO procs will have low 11% chance at 1PPM, so you may want to consider putting them elsewhere if you were shooting for the multitarget thing. A full Winter IO set here will get you 7.5% F/C/AoE defense. This ability also has six damaging procs available, so frankenslotting is an option, but you're going to need set bonuses somewhere and this ability doesn't exactly do a ton of damage. Even at 3 TP it only adds 11.89 more damage. It's 25% more damage, but when 11.89 is 25%, that's kinda low. Just keeping it real. On the other hand, if you go full procs with no enhanced recharge you can add another 165.67 damage (when accounting for the 38.48% 3.5ppm proc chance), but it's going to need some accuracy to be effective. • Dehydrate - Your underperforming heal with a very long activation time. 3.5PPM procs will have a base 57.58% chance, so this is a great ability to stack procs for your single target attack chain. Especially Achilles' Heel. Just be wary about eating your stacks of Tidal Power with this ability on accident. Despite its long cast time, this power does have a place in your single target rotation, especially when it's holding the Achilles' Heel proc. With an 8 second recharge time the standard damage formula forces this ability to do very little damage. T2 abilities have 8 second recharge times, for reference. So this ability does little baseline damage, and it's supposed to sit in your rotation. Using sets here will not do the trick. Stack on all the procs you can while maintaining your 95% hit chance. • Tidal Forces - As I said, this only increases damage by 25%, but also adds 3 Tidal Power. Definitely put the Gaussian proc in this. Try to use it immediately before you use Geyser. Since it doesn't increase your damage a ton, don't feel bad about not slotting it for recharge. Just try to sync its recharge time with Geyser so they're paired up. • Whirlpool - Breaks the Sentinel target cap rule and has a more reasonable 25ft radius. This ability summons a pseudo-pet. I seem to get a fairly high proc rate on Opportunity Strikes with it even though it should only be a 6.5% chance which makes me think it works more like Force Feedback rather than a traditional proc. Force Feedback is based on the abilities times rather than pseudo-pet times because pets don't benefit from +recharge. Or in this case, they can't build Opportunity. So I guess it has a 27.12% chance, which does kind of mesh with my observations. This ability has an extensive list of procs available but, I mean, you need to get your set bonuses somewhere and pseudo-pets are notoriously bad for procs. So far we've potentially proc-bombed 2 abilities and muled 1 set in our first ability. I'd look at putting either Sentinel's Ward or Opportunity Strikes here for the set bonuses. • Water Jet - This is your "hard hitting" single target ability and plays with the Tidal Power system. At 3 charges your first cast will activate "Enhanced Water Jet" and consume all of your charges. Your next cast will build your next set of TP, so you're already on your way. Being that this is your big hitter, slot it with 5 pieces of Apocalypse with the proc, omitting either the DMG/RCH or the ACC/RCH, and tack one of the three remaining procs on the end. Enhanced Water Jet no longer has a 10 second internal cooldown, so that's nice. • Steam Spray - This is a cone with a nice wide arc and a pretty long radius. It also has a pretty long cast/recharge time. This power is also prime for proc-bombage, but it also has a relatively high base damage, so it is viable as a place for a full set. It's a good place for AoE application of the Achilles' Heel proc with a 62.88% base proc chance. If 5-slotting one of the ATOs is in the cards, I'd do that here with Achilles' Heel in the 6th slot. Otherwise just proc-bombing it will do way more damage. We're here for a good time, not a long time. • Geyser - Your big AOE ability. Gets boosted dramatically by having more Tidal Power behind it. In the old days this is where I would put Sentinel's Ward, but they nerfed it. So now we'll just put Ragnarok here to squeeze out as much damage as we can. Otherwise, either one of the ATOs will also work for set bonuses. Skippable Powers As the "AOE Set" this one doesn't really have much that is skippable. I mean theoretically you can skip Dehydrate or Steam Spray or Water Burst, but either your AoE chain or your single target chain will suffer for it. At least if you skip Dehydrate you don't have to worry about accidentally using your 3 charges on it instead of Water Jet. And I'd honestly skip Water Burst before I skipped Steam Spray. • Hydro Blast – Long activation time, lower DPA. • Water Burst – It doesn't thrill me. Up to you. Rotations Water Jet -> Dehydrate -> Aqua Bolt -> WJx2 -> D -> AB Or just open with Tidal Forces to get to your 3 charges of Tidal Power and start at WJx2. That's it. There isn't a ton of wiggle room for the rotation of this set. Doing anything else will be a loss, and the single target of the set is low as it is. You can obviously insert attacks from your epic/patron sets since most of them have some pretty chonky DPA behind them. Adding one of these will also loosen your recharge constraints. Kind of. Those attacks will want recharge as well. The hitch here is keeping Dehydrate's cooldown below 4.28s, and Water Jet below 3.43s. That's a low 87% recharge for Dehydrate, but a more hefty 192% for Water Jet. Assuming you slotted it with Apocalypse, you have 74.1% of that taken care of, now you just need the other 120% from global recharge. NBD. Otherwise you'll have to pad the rotation with an additional Aqua Bolt. You may be thinking, "Hey, Steam Spray and Hydro Blast both build Tidal Power, can't I use those instead?" Yes. But it'd be at a loss. Steam Spray has a very long cooldown, and Hydro Blast does less damage than Aqua Bolt and a proc'ed Dehydrate, so swapping it in for one of those is a loss. Psi Mastery Rotation Water Jet -> Dehydrate -> Aqua Bolt -> Dominate -> WJx2 -> D -> AB -> Dom Sliding a proc bombed Dominate into your rotation will increase your damage by.. a bit. It's like a 20% increase in DPS. With both Dehydrate and Aqua Bolt being before Dominate, you should have a bit of -Defense in place, so accuracy isn't a pressing concern. Recharge times are: Dehydrate - 5.66s; WJ - 4.82s; Dominate - 6.43s. That's 42% for Dehydrate, 108% for WJ, and 149% for Dominate. As a proc bomb, obviously you want all of that recharge coming from global, which isn't a tall order by any means, but if you need to you can get 41.4% of that out of Unbreakable Constraint pretty easily. Ninja Mastery Rotation Water Jet -> Dehydrate -> Aqua Bolt -> Lotus Drops -> WJx2 -> D -> AB As a proc bomb, Lotus Drops has way too long of a cooldown to fit into every rotation, so it comes in every other rotation. If you're curious, yes, you can toss Sting of the Wasp in the rotation in an attempt to decrease recharge requirements on Lotus Drop, but it will require a massive 261% recharge to get down to the 7.88s required. Your reward for this feat is a lower DPS rotation. Not worth the effort. Numbers wise, you will have to have the same recharge as the basic rotation for Dehydrate and Water Jet. Lotus Drop will need to be down to 12.86s; 118% recharge. Same as Dominate, try to keep this as global recharge and slot everything in this as a proc. This rotation will also increase DPS over the basic rotation, just not as much as Psi. Slotting both FotG and Achilles, even though you should already have Achilles slotted in Dehydrate, will be better than purely damage procs. This will essentially maximize uptime of the Achilles proc. *According to the spreadsheet, this is a lower dps option than using the melee attack from every single other epic mastery. Just not Sting of the Wasp because of its 10s cooldown. Electricity Mastery Rotation (Lightning Field) -> Water Jet -> Dehydrate -> Aqua Bolt -> Havoc Punch -> WJx2 - D -> AB Havoc Punch has the same 28s cooldown that Lotus Drop from Ninja Mastery does. Everything recharge-wise applies here. Havoc Punch every other rotation. Lightning Field all of the time. This set up is theoretically your maximum single target damage. Probably also Multi-target with Lightning Field going. Havoc Punch can be as proc bombed as you can make it, or just slotted with the Armageddon set, you only need to attain the 12.86s recharge. Complementary Choices Water will kind of pair with whatever you want. There's nothing visually thematic that will go with it (yet), but for the "water" theme you could argue that Super Reflexes or Ninjitsu kind of go with the "flow of water" theme. For a "polluted" water thing you can go with Radiation or Bio, or even Dark. It doesn't seem like you need a reason to pair stuff with Water. It's pretty flexible. Damage wise, pairing with Bio will yield the largest damage increase. Stone Armor will be next, followed by Fire. If your predicted build in Mid's is wanting for recharge, Electric, Energy, Radiation or Super Reflexes all have a 20% recharge bonus. Invuln gives a 10% To Hit bonus, but this set has plenty of -Defense, so I wouldn't exactly say it's needed. Ancillary/Patron Pools Chain Fences from the Electric Mastery has a 16 target cap, perfect for trapping packs in your 16 target Whirlpool. It also has Lightning Field, but this set doesn't have much of a reason to be in melee range. Not to say you can't just be in melee range for the fun of it, or because Havoc Punch brought you there. Psi Mastery has the obligatory mention because of Dominate. Ninja Mastery can unlock the Fury of the Gladiator proc for you, otherwise you already have ample access to the Achilles' Heel proc it would be unlocking for other sets. Lotus Drop has a fairly long recharge, so it would only be popping in every other rotation, bringing its usefulness with FotG down somewhat. Incarnate Abilities Musculature Core. This set isn't hurting for recovery, and its nearly forced rotation doesn't really need a ton of recharge. Hybrid Assault is your go to. Periodt. There is absolutely no situation where Core is better. Your secondary will dictate your Destiny slot. If you have an endurance/toggle heavy secondary you can grab Ageless and shore up your recovery while also giving yourself a nice global recharge bonus. If you find your secondary isn’t pulling its weight, you can take Barrier. Otherwise take whatever you want. But yeah, Ageless. Realistically your build should be solid before you go trying to patch holes with your incarnates, but if there was an Incarnate to use for patching, it's your Destiny slot. Grab an Interface that does a damage proc. The -regen proc from Diamagnetic technically counts towards your dps output, but many monsters have regen debuff resistance, making it not a super good option. So feel free to skip that slap in the face. Otherwise Degenerative Core or Reactive Radial are your theoretical maximums.
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They're old builds, but they still check out.
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Alright, so I pushed a build with Psi/Ninja/Electric masteries. It looks like if you use a (7)-(22)-1-4-6-1-4-20 rotation with Electric Mastery you will see the highest dps. Or 1-4-6/20. However you want to phrase it. If you slot Havoc Punch with a Force Feedback, and it procs, it will be a gapless rotation. Otherwise Havoc Punch will have around a 0.69 gap, then it will get longer as Ageless wears off. Apparently exporting builds in 3.5.5.10 is broken, so here's a data chunk from an older version for the build I used. | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1435;667;1334;HEX;| |78DA6593596F125114C7EFC0206B372B655F0A1428CB087E006D698B692BB1B11F6| |0328101C750680013FD2E6E8FE2F2EEB3CFAE1FC0188DD1EEF6C1F5693CCC39B760| |9864F871CFF63FF7DC3B953BABAE7ABDBCC484C995A6D2EDCADB6AABA7B5D4A6AD7| |2BBA7F4B4768B0D1E2BBC51EE926F28AD865A93D69A6AB5D7D1AA4A532E416E2F76| |16B0AAD6D55657954A5A5BBEDE69282DAD2A2F7776DA1D36B1D56E37A5B2D6B8099| |10D87B1DADE55D59A131DCD8167F4BF7F6D57AB4A6795079A7205C4D4CE5D2F3495| |80F76B0A7E04A34FDDC21E8B8C154576B14F7C427C8A2C3E233E477A1687C966F6C| |36C18533F91993FC8FC6FE45E8AC78292F0198DA62FC46F483146455E30A4C962D0| |0B4A665212CCA7282FFE42EE43650BDF832567328CE7F24409692B209345620E950| |E20D9CA2B5BB3286BEB63900F64EDE414ED6EC1303ACA98E9B88A4C6C10D7918750| |D1C937EACC0C8C76E692D0E9FA803D4F2A502C04DCC1A28935F4F741718214753F2| |CA6A8923815C488E910318C0C4790F351E411C8CFF0A499CBB891F325E21232BC4C| |5C41464169968F70760F2B5DD8271E20E70E894748EF311D1EDC70372932B70E0F3| |383C9C3A7EAF1E05EBD97E890C1E9E353F54DE300FC651C947F1383821BB82EAE23| |639014E01503744E41A21D9C21DE4188CEE9040611E17B8ABCC2B9475F13DF10DF2| |2E7DF13DF21E3309018BFDA31BADA71BADA71BAD2F1BF347A085E207961817A4A12| |3F8233CDDB48274DC66E1653C4343183CC64F13C323284A744F60992B33C397B0F7| |BCBDD273E203E44E61F11AF605B4E988AC4A72219E7F232C358819B0A34A85BF819| |5B8C3B1714197FF4C11A92AE8D9BB6C4E1C7CC04C374EC0093F09FE964DCF47DDC7| |43A6EF2668D8E6A464781C127415A7A7074111E5DB0B9E16EF57F0959EDB8| |-------------------------------------------------------------------|
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If an ability is in parenthesis it's either, in the case of Electric, the pet, or its a filler ability that is subbed in every other rotation. In the case of that particular rotation I'm dubious about needing a 1 in there. I think that might be a hold over from the old days. The Fire and Stone rotations don't have it. They all have their little idiosyncrasies for their builds because of the secondary, so it's possible it's there for a reason. I'll give that a look. Otherwise ...no. You can put the abilities in in that order over and over and it should produce a gapless rotation. If it doesn't, drop a pause in front of whatever is on cooldown. You can try dropping a filler ability if you want, but I'm pretty sure I checked that stuff already before committing to the rotation.
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If you're in my sheet, click the hamburger on the bottom left and that will show you all the hidden sheets. If you click on Rack and Stack it will bring up the final dps for all the builds I have made a sheet for, which includes the rotations used. I only made builds with secondaries that contained a damage boosting mechanic.
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The last tests I ran were for Storm Blast and they were spot on after 3 tests. As for going through every single primary lately to run comparisons. No, I haven't done that for some time.
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Primary Powerset: Seismic Blast High* Single-Target Damage, High* Area of Effect (AoE) Damage (1 Cone, 2 Targeted), Low-Medium* Control (2 knocks), Low-Medium* Debuff Potential (5 -Defense, 1 Stun) Seismic. The old new kid on the block. Initially released in Issue 27, Page 3, then ported over to Sentinels in page 5, Seismic Blast has some interesting mechanics going on for it, but it's largely a straight ahead blast set. The primary damage type is Smashing, with a sprinkle of Fire damage on the T9. The mechanics essentially require that you be on the ground, so this is a set you can pair with Electric Armor or Stone Armor and take advantage of their ground based effects since you'll be there anyway. If you are not on the ground, you are severely limiting this set's power. This not a set for hover-blasting. Beginner's Overview The secondary effect of this set is -Defense. This is nice in the sense that you need less accuracy to hit stuff once the debuff is in place, but you still need to hit stuff for the debuff to be placed to begin with, so banking on that isn't something I really take into consideration. I just slot normally and be thankful that I have additional procs available that I wouldn't have had before. Overall, this set has a very high damage potential. Slotting Basic Slotting This set has the standard 1x multiplier on all abilities but the snipe replacement and the T9. The snipe replacement has the standard 1.2x, and the T9 has the standard 1.4x. Read my other write-ups if you don't already understand the ramifications of these numbers. If you do understand them, go with your standard slotting for those powers. Advanced Slotting and Information Since Seismic Blast debuffs Defense it opens up the Defense Debuff and Accurate Defense Debuff enhancement sets in most of your abilities. This brings 2 damage procs and the much coveted Achilles' Heel -Resistance debuff. Debuffing resistance is essentially a +Damage proc. Being that none of these sets also increase damage, I would exclusively be using the 3 procs they provide, and not using the sets for their bonuses. You aren't a Defender, you aren't there to provide debuffs. Those are just frills that come along with your presence. You are there to do damage. When attacking from the ground, this set has a passive that builds as you use abilities called "Seismic Pressure." Baseline you start at -20% and each ability adds 2 stacks of Seismic Pressure at 15% a piece, so 30%. This is your percent chance that Seismic Shockwaves will proc and three of your abilities will gain additional power: Rock Shards will do roughly 27% more damage, and do it all up front instead of an 80% cancel on miss damage over time, Stalagmite will do the damage that an ability with a 12 second recharge would be doing, and Seismic Force will lower the base recharge of all other Seismic abilities by roughly 25%, except your T9 that is lowered by 16ish%. In standard map clearing, I would use this ahead of everything else simply to get Meteor online faster. When facing single hard targets, I would use it on Stalagmite. Seismic Shockwaves puts a 15ft radius earthquake around you that has a 5% chance to knockdown enemies. Nothing to bank on, but nice when it happens. The final frill of the set is mentioned in passing on the set's description, "the cooldown of other Seismic Blast attacks is slightly reduced." So when you are grounded, your recharging attacks will receive a cooldown reduction every time you use one of your other Seismic Blast abilities. The reduction formula is 1/(1+Recharge). So baseline, you have a 1s recharge reduction when you use your other abilities. This is the number you will see in City of Data. As you accrue more recharge in your abilities and global recharge, the reduction will get whittled down, but even at some serious recharge numbers you aren't likely to see it go below 0.2s. This applies to every Seismic ability that is current recharging except for your Seismic Force ability. • Encase/Shatter - In a final build, the line between Encase and Shatter is negligible, even when taking your Interface (or any other) procs into account. Until Interface procs, Shatter is better. So from that perspective, do whatever you want. Your first to abilities will largely be relegated to mule status in your final build, so yeah, I guess you can mule the Defense Debuff sets here if you're desperate for something they provide. In my experience, Sentinels are after the defense cap just like everybody else, so there's 3.13% Melee and 2.5% AOE defense to be found in Shield Breaker. Winter's Bite gives 5% F/C/E/N defense. If you're looking for recharge, the Defense Debuff sets don't provide that. My standard is generally to put Winter's Bite set in the T1/T2, but if you would rather have more Melee defense, you can go with Shield Breaker, that's the only thing that deviates from the norm. • Rock Shards - This is a fast casting cone that interacts with the Seismic Forces passive of the set. In its standard form it does its normal damage, then another 40% damage in the form of a cancel on miss DoT. The bonus damage is literally a bonus because it takes it above "formula" amounts of damage. Standard damage is Lethal damage, but the enhanced version is Smashing for some reason. When the ability is used under Seismic Forces it will do all of its damage up front, no more cancel on miss shenanigans. So here you have the choice between chase down some set bonuses, or frankenslot the ability to increase its damage. If you're after set bonuses, you can grab 7.5% AOE/F/C defense from Frozen Blast, 10% Recharge and some Accuracy out of Ragnarok, 4.1% R/3.4% E/N defense from Artillery or like, just a myriad of other choices. Targeted AoE sets have a lot of options. This is a good ability to patch up whatever hole you might have found, and if not just pile procs into it. Do bear in mind that Ragnarok is obviously better placed in your T9, which also uses Targeted AoE sets. • Entomb - This is a keystone ability in your rotation. It's relatively slow compared to the rest of the kit, but it comes with respectable damage and it's obviously a better choice than your T1/2, and with a 2.07 activation time, it kinda pads out your rotation a bit. If it was all 1 second activation times you'd need to start subbing in abilities to keep yourself busy. Anyway, you have 3 key, hard hitting single target abilities and 3 big sets: Apocalypse and the two Sentinel ATOs. Since they nerfed Sentinel's Ward, don't fret over putting that in an AoE to get a bigger shield. Hell, I wouldn't fret over the shield it gives at all anymore. I'd drop that enhancement entirely and 5-slot that set unless you absolutely want the 10% recharge it provides. Anyway, the main consideration for this ability is that you WANT Achilles' Heel here. I say there are three big sets, but really, Apocalypse is going into Stalagmite. There's just no arguing that it is best served there. So really it's between the two ATOs in this ability. So do you want to lose 10% recharge, or 5% E/N defense. You can let your secondary decide that. If you went with Ninjitsu or SR, the 2.5% Ranged defense loss won't hurt as much. • Upthrust - So this ability and Meteor have a fun interplay. If you cast Meteor, then immediately follow-up with this ability, they'll both hit at about the same time. It doesn't change anything about slotting, but fun to point out. Once again, this takes Targeted AoE sets, so Ragnarok is out of the picture. Frozen Blast can go here, or one of the many other sets. Slot for whatever bonuses you need like you did with Rock Shards, or proc bomb it if set bonuses aren't a concern. This is also the last ability in the kit that does the -Defense effect, and this ability has a 9% higher chance to apply the Achilles' Heel proc than Rock Shards does. And it hits 10 targets. So it's the better place for AoE application than Rock Shards will be. With regards to whether this ability "hits" before Meteor strike and applies the Achilles' Heel proc before Meteor hits, that's a great question. Test it and let everyone know your results. • Gravestone - Your next rotational keystone. Whatever ATO you didn't use in Entomb because you needed to 6-slot it for the full set bonus can go here. Probably Opportunity Strikes. • Stalagmite - Like I said, this ability wants Apocalypse. In rotation, you will only have a 40% chance that Seismic Shockwaves will have procced after using Entomb and Gravestone. Obviously it won't be up every time, but it will absolutely be up every other rotation. Even with it up every other rotation, the ability is still better served with Apocalypse than either Gravestone or Entomb would be. Moving on. • Meteor - Obviously you want enhance the damage of your T9 as much as you can, and Ragnarok will do that. Skippable Powers • Encase or Shatter - Pick one, you don't need both. Before you have Interface procs Shatter does more damage, so before a later respec, I'd start there. That's it, this set is power hungry. Rotations Encase -> Entomb -> Upthrust -> Gravestone -> Stalagmite You can obviously sub in Stalagmite whenever Shockwaves procs, but if you're just mindlessly following a rotation, this will guarantee that Enhanced Stalagmites are up and is your highest DPS when staying strictly within the set. It doesn't have particularly stringent recharge requirements, the only one being that Upthrust be down to a 7.2s recharge. Given the way the set works with cooldowns I can't easily give an exact amount of recharge, but a ballpark of 110% total recharge should be adequate to have it ready to go when it's needed. This is not a demanding number. Entomb -> Gravestone -> Mind Probe/Stalagmites -> Dominate The "I took Psi Mastery" rotation. So even with high amounts of recharge Mind Probe has a very long recharge time. We'll circumvent this by alternating between Stalagmites and Mind Probe. Stalagmites will always be enhanced, doing maximum damage, and Mind Probe will have time to come back up. Since we're alternating, Mind Probe will have a full 12.65 seconds to come back online. That means you only need 59% total recharge in the ability to sit nicely in rotation, which translates to more damage through procs. It has 4 procs available, use all of them to maximize damage, or put in Blistering Cold for more defense. If we're pretending that Shockwaves has gone off every time without a hitch, using Stalagmites over Mind Probe will yield higher damage. So if it's coming down to using one of them always prefer Stalagmites if you have that glowy orange circle active. (Lightning Field) - Entomb -> Gravestone -> Havoc Punch/Stalagmites Electricity Mastery rotation. Your new filler will be only Havoc Punch, so you will have a recharge requirement of 11.67s, but now you're not using an additional ability to lengthen your rotation, and the base recharge is 28s instead of 20s. That result's a much higher 140% recharge compared to Mind Probe's requirements, but you probably already have over 140% anyway. This setup will do similar single target damage to Psi, but much more AoE damage. You may or may not being able to stack procs in Havoc Punch, depending on your recharge requirements. Ancillary/Patron Pools There's no Stone Mastery. So no thematic pairings. Psi Mastery. Dominate and Mind Probe are super powerful. Ninja Tools isn't as useful to a set that already has access to the Achilles' Heel proc. It will open up the Fury of the Gladiator proc though. Electricity Mastery will give you Lightning Field which also gives access to Fury of the Gladiator, but it will have a much lower proc rate than Lotus Drop will. As an always on constant source of damage, it will keep pace with Psi and Ninja Mastery. Complementary Choices Like I said, Electric Armor and Stone Armor already have grounded requirements, so they compliment this set from that angle. This set does very little to enhance your survivability beyond the random knockdown here and there, so pairing with a resist set versus a defense set makes little difference. Visually, the set obviously pairs with Stone. Fire also fits in that vein. With a good story Bio, Radiation, and Regen seem like they would be an easy pairing. Thematically SR wouldn't make sense to me, as it implies agility, and rocks are not that. Same with Ninjitsu and Energy. Invuln, however, does make sense because a rock can take some damage. Take those musings with a grain of salt. Just because the set is "Super Reflexes" doesn't mean you can't re-interpret the set to be some other theoretical power set and it's the closest you can get to your vision. For my Water Blast/SR I interpreted SR as flowing like water to avoid damage. You're only limited by your imagination, not mine.
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I mean, I can, but it'll be a few days.
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Yeah, it's the cumbersome activation times holding the set back.
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If Psi is blowing your mind, wait 'til you use one of the sets on the higher end of the damage scale.
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The troll has been fed enough.
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You don't have to. The door's over there.
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So if you take a look in City of Data you will see this: Those two little circles are for an inner and an outer radius. So for Inferno we have: The first part doing 56.7669 damage is for the inner radius exclusively, which is a 10 foot diameter around your character, not very much. It's 5 feet in each direction. Like, they have to be basically standing on you for that damage to apply. The rest of the damage is always done. Now lets look at Full Auto: There is no inner/outer radius. It always does its full damage to all enemies in its cone. This is shared with Rain of Arrows, Blizzard, Cat 5, and Geyser. The undependable inner radius damage bonus is the reasoning for the damage disparity.
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Go back to old versions of my spreadsheet lol
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Yes, that function only applies when you are grounded.
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Every Seismic ability used will reduce the cooldown of other Seismic abilities by 1/(1+Recharge).
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I mentioned that in my write-up. The only ability in this set that handles procs well is Jet Stream. Just chase raw damage.
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City of Data lists that second round of 86 damage as being flagged for "raid" targets. This would be the second ability I've seen with this flag. The other being also for Sentinels, Chilling Ray. Obviously I'm more likely to see Sentinel abilities with the flag because I spend all my time with Sentinel data.
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Basically this. The regular one gives 7.5 points and the superior version gives 10. Still at 1ppm, so it's not going to be a noticeable increase to anything at all.
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No. No. Eh, maybe? It has a fairly long activation time so I'm hesitant to say yes.
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2.5 up. Page 6 data added.
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Primary Powerset: Storm Blast Med-High Single-Target Damage, High Area of Effect (AoE) Damage (1 Cone, 2 Location, 1 Chain), Med Control (3 knockdowns), Med Debuff Potential (Slow, Knockback/down, To Hit) New Page, new blast set, and it got ported to Sentinels with everyone else. Beginner's Overview So this set’s gimmick is increasing your power when using abilities inside your Storm Cell (Tier 4 ability). When abilities are used on targets inside your Storm Cell they will have additional effects applied, and the Storm Cell will have the chance to proc one of three types of lightning; focused, split, and spread which will hit one, two and four targets. In addition to Storm Cell adding lightning procs, your Tier 9 will also add more lightning procs, and increase the chance that they will happen. If there are targets within the cell it will remain stationary, if there are none it will slowly move along with you. Very slowly. Like hopefully it has recharged by the time you move to the next pack of mobs slowly. Slotting Basic Slotting Standard spiel on the basic end of slotmenting. The vast majority of the attacks have a 1x multiplier, so you're going to have to effort into hitting stuff. At +0 that means your base hit chance is 75%. To get that to the maximum hit chance of 95% you will need to enhance it by 27% by whatever means are available. One level 25 Accuracy IO is sufficient to that end. Changing enemies to +1 will drop your accuracy to 65%, that will take 47% enhancement. A level 50 IO is only 42.4% before boosting, so you're going to have to start stacking. I'm not going to break it down further, but like I say in all of my write-ups, hitting at all is more important than hitting hard. Lightning Strike has a 1.2 multiplier which means that 75% hit chance starts at 90%. Category Five has a 2x multiplier and will not need accuracy enhancements at +0. In fact it doesn’t need them at all until +4. Advanced Slotting One thing to know about this set is that Chain Lightning is one of the very first abilities to be flagged as a “chain” ability. This means that its Area Factor for proc chances are 1 + Targets, which comes out to be 8.5 after the 75% modifier comes in, which means that it has an atrocious proc chance. Lower is better for an area factor. The next thing to know is that two of your four AoEs are pseudo-pets, which also have atrocious proc rates, in addition to being limited to triggering once every 10 seconds. The only AoE that you should even consider for procs is Jet Stream, which also has a relatively low proc chance. What does this mean? Chase set bonuses and raw damage. In this write up I’m going to explain things about each ability a little more in depth than I would usually because it’s a brand new set, and it has some quirks to it. I'm going to explain the quirks. Or at least mention them if they're minor. • Gust - Of the two starter abilities, this one wins the damage race as usual, but for wholly different reasons than it would in the old days. This one wins because under Storm Cell it does additional damage, where Hailstones has a chance to knockdown. Suck it again, T2 ability. As is my usual slotting habit, mule the Winter IO here. The Winter IOs are just a fantastic source of defense bonuses, and they add a fairly high amount of damage, accuracy and recharge in their superior form. This ability has a 40% chance to proc lightning. • Hailstones - As previously discussed, this ability does less damage than its T1 sibling. Personally, I don't really focus on exactly what manner of damage mitigation my primary is providing me. Unless it's Dark with its -To Hit debuffs. Then it's a central role. But this is not that. This is a single target, 1 second knockdown. Which is what the lightning strikes from Storm Cell are also already doing. So lots of knockdown in this kit. If you took this for damage mitigation purposes, follow T1 slotting anyway. This ability has a 55% chance to proc lightning. • Jet Stream - Baseline, this ability has a repel, like Blazing Blast from Fire Blast. From what I understand, you can slot KB>KD into this ability to circumvent the repel--unlike Blazing Blast--but it isn't something I've personally tested. Under Storm Cell, the repel is replaced with a knockdown. So if you aren't keen on being that guy that's throwing enemies every h'wich-a-h'way, make sure they're under the Cell. This is your only ability that is viable as a proc bomb. It has 4 damaging procs, Annihilation and Force Feedback available. Setting it up as a proc bomb with all 4 procs (and 2 other set pieces) will give you a 27% increase in damage over just putting the whole Bombardment set in the power, for example. So you can go that route, or throw sets in there. This ability has a 55% chance to proc lightning. • Storm Cell - One thing to know about this ability is that it does not inherit any damage boosts your character has. Do you have a bunch of inspirations up? Adorable, it doesn’t care. It only cares about enhancements. Oh, you have it up and it isn’t doing any damage? That’s because its damage comes from Lightning procs that happen at varying percentages (20%-70%) from your other abilities. To quantify this at the highest levels, maybe the lowest, I don’t know, but at the highest levels, it’s a 30% damage per second increase, not just a 30% damage increase, a damage per second increase. Something to consider here is that this is somewhat of a “set up” ability. You set it up over a mob without agro, then you start your attacks. On a Sentinel it only has a 40ft range which is well within agro range at +0. The combined might of the two Sentinel IO sets can net you a 20% range boost, but this is an inadequate amount to get you out of agro range. I mean you can break the sets up to get the bonus 5 times for 50%, but… that’s kind of a stretch to me. I’d rather just put a raw range IO in at that point. Of the sets that give range enhancements, Artillery gives some good set bonuses and the most range. Positron would be next, and Detonation would be absolute last. Storm Cell does interact with Bio Armor and Fire Armor, but only minimally, as it uses the AOE formula and uses the parent’s Area Factor. Just think of it as another half a point of damage being tacked on to those procs. Also, I’d consider re-coloring the ability to something easier to see. • Intensify - This ability increases your damage by 25%, which is half of normal for a Sentinel. In addition to that modest increase, it also increases your chance of lightning strikes in both your Storm Cell and your Category Five by 20%. I’m not super sure about putting a recharge enhancement in this alongside the usual Gaussian. Generally, a final Sentinel build will have its Aim type ability recharge down to around 30ish seconds, coinciding with their T9 that shares a 90s cooldown. If there is any recharge at all in your T9, it will recharge faster. With Ragnarok in your T9, you will most likely have 74.5% recharge in it, depending on the specific slotting you chose. In the end, lowering the cooldown by 5 seconds isn’t going to make or break your build, if you need the slot, save it here. • Lightning Strike - This is the standard snipe replacement. This is also the most optimal place for the Apocalypse set. Skip the ACC/RCH, add an additional proc, it has that 1.2x accuracy bonus, it’ll be fine. It’s also the most optimal place for the Opportunity Strikes proc. So you can put that entire set here if you want as well. I mean, if you aren’t chasing the E/N defense for 6-slotting the OS set, I’d consider putting the OS proc at the end of the Apocalypse set to achieve pure optimal slotting prowess. It’s only minorly better than putting it in Cloudburst tho. So maybe just put the OS set there and add more damage to this ability by putting the Gladiator’s Javelin Toxic proc on the end. Storm Cell adds a 50% chance to stun to this ability. This ability has a 70% chance to proc lightning. • Chain Lightning - The first “chain” flagged ability in the game. So it has a horrible proc chance. With that in mind, there are several sets to toss in here to get what your build wants. F/C defense? Frozen Blast set. You can grab a 5% range bonus out of 2-slotting Bombardment. If you go that route, 3 slots in Annihilation can grab you some of that rare E/N resist. Sentinel’s Ward is also unused up to this point, so you can put that here for Melee/S/L defense and 10% recharge. Storm Cell adds an additional endurance drain (primary target) to this ability. This ability has a 70% chance to proc lightning. • Cloudburst - The final piece of the puzzle for your attack chain. If you want a place to put Opportunity Strikes, this is it. Put the full set, get your defense bonus. Storm Cell adds a movement debuff, and a To Hit debuff to this ability. This ability has a 70% chance to proc lightning. • Category Five - This ability, like Storm Cell, also has a chance to proc lightning strikes of its own, but only for single targets. Given that this ability already out damages the average T9, that’ll do just fine. In addition to doing chonky damage and even more lightning procs, it also increases your chance to proc lightning by an additional 7.5% which increases over 20 seconds and caps out at around 27%. It averages out to about 20.8%. On top of that, it doesn’t have an “inner radius/outer radius” damage. So it's technically an Intensify that's also a minor Storm Cell that's also a major source of damage. What a time to be alive. So, major source of damage. Ragnarok. Bring about the end times. Anything less would be a personal insult to this ability. You can 5-slot the set here if you feel so inclined. As previously stated, procs don’t do well here, so tacking one on the end of this isn’t super needed. *The increase in lightning proc chance has since been removed. Skippable Powers • Gust or Hailstones - As I said, Gust does more damage, Hailstones does more control. Pick your poison. Rotations There is largely just the one rotation. Lightning Strike -> Chain Lightning -> Cloud Burst -> Filler Depending on your filler and your slotting, this should be a gapless rotation. Chain Lightning had its recharge reduced to 16 seconds (like I suggested in beta). Gust activates very quickly, Hailstones and Jet Stream kind of slower. The DPA of a procced out Jet Stream will be lower than Hailstones with Winter's Bite in it, so I would only use that if there are multiple targets. The longer activation of Hailstones and Jet Stream are enough to yield a gapless rotation at lower recharge levels. Ancillary/Patron Pools: So I’ve done some testing of late. Lightning Field will provide a similar dps to Ninja Tools and its access to Achilles’ Heel, and Dominate and its proc bombyness. Lightning Field also kinda vibes with the Storms. Picking one of those 3 will get you the damage you desire, one way or another. Currently Electricity Mastery is your go-to for damage output. All other masteries have been "normalized." (see: neutered) I’m not going to list complimentary choices or incarnate choices for this write-up. I believe in you.
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